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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Living Forge (PASSIVE)
Ornn Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Janna
Janna have the tools to counter your gameplay. She can make your miss your second cast of your Ult with her Ult and torando in addition she can knockup you while you E with her tornado.
Ideal
Strong
Ok
Low
None
About myself
I try to update the guild every patch if needed, you can see the update log for more info.
This is my second guild I will be happy to get comments about the guild.
- patch 7.19 -
1. Ornn's E and Q abilities lower mana cost.
2. Added rune refoge chapter.
- patch 7.18 -
1. Ornn's masterworks items can be bough only since he is level 13.
2. New masterwork item - Zonya's paradox.
3. Some adjusts to basic stats and kit.
- patch 7.17 -
1. Updated Ornn's game play chappter.
2. Added Synergy chappter
3. Added Vs. champion information
4. Added special thanks chapter - patch 7.16 -
1. Guild published
Pros
+ Can buy items from anywhere + Can make any stun better with Brittle. + All of his abilities are AOE, good for teamfights. + Have good stuns and slow. + Your team can buy Masterwork item. + Can destroy walls created by enemy champions. |
Cons
- Bad mana sustain early. - Can't buy consumable items if he doesn't recall. - Need to recall for refill ![]() - Can't sell items out of the shop. - Hard to master. |
Passive -
-
This ability let Ornn advantage to buy items even when in lane to make and give him items advantage, in addition he can be more present as he don't need to recall, so he can roam or still get some experience and gold.
And all of his team have the option to buy one Masterwork item.
Q -
-
This ability let Ornn slow his enemies and make a pillar for his E or just to block their way.
W -
-
This ability let Ornn damage, CC resist as he can't be CCed during his W and a shield.
If used correctly it will apply Brittle
E -
-
This ability gives Ornn good stun and damage scaling with armor and MR.
R -
-
A huge zoning ability and if used right can be a game changer.

This ability let Ornn advantage to buy items even when in lane to make and give him items advantage, in addition he can be more present as he don't need to recall, so he can roam or still get some experience and gold.
And all of his team have the option to buy one Masterwork item.
Q -

This ability let Ornn slow his enemies and make a pillar for his E or just to block their way.
W -

This ability let Ornn damage, CC resist as he can't be CCed during his W and a shield.
If used correctly it will apply Brittle
E -

This ability gives Ornn good stun and damage scaling with armor and MR.
R -

A huge zoning ability and if used right can be a game changer.
Key stone -
Stoneborn Pact
-
This ability go best with Ornn as he have so much slows and CC.
Meditation
,
Recovery
and
Legendary Guardian
make good sustain during the early game and even later.
Wanderer
and
Explorer
give you better movement so you can roam better.

This ability go best with Ornn as he have so much slows and CC.



make good sustain during the early game and even later.


give you better movement so you can roam better.
i take these runes.
Precision
Fleet Footwork
Phase Rush
3X Greater Quints Runes of Armor = 12.8 armor
9X Greater Glyphs of Scaling Magic Resist = 1.44(lvl 1) - 27 (level 18) magic resist
9X Greater Seals of Scaling Armor = 1.44(lvl 1) - 27 (level 18)- armor
9X Greater Mark of Armor = 8.19 armor
i take Greater Quints Runes of Armor so Ornn will have better sustain during early game.
i take Greater Glyphs of Scaling Magic Resist because until mid game bot lane wont face an huge magic damage and from level 8 the scaling gives more Magic Resist then the not scaling one.
i take Greater Seals of Scaling Armor so late game Ornn will have the option to be in the middle of the fight.
And last i take Greater Mark of Armor runes because it give a good sustain in the early game against the ADC.
Runes




3X Greater Quints Runes of Armor = 12.8 armor
9X Greater Glyphs of Scaling Magic Resist = 1.44(lvl 1) - 27 (level 18) magic resist
9X Greater Seals of Scaling Armor = 1.44(lvl 1) - 27 (level 18)- armor
9X Greater Mark of Armor = 8.19 armor
i take Greater Quints Runes of Armor so Ornn will have better sustain during early game.
i take Greater Glyphs of Scaling Magic Resist because until mid game bot lane wont face an huge magic damage and from level 8 the scaling gives more Magic Resist then the not scaling one.
i take Greater Seals of Scaling Armor so late game Ornn will have the option to be in the middle of the fight.
And last i take Greater Mark of Armor runes because it give a good sustain in the early game against the ADC.
Early game items |
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I recommend to start with this item so you would be able to upgrade your support item the for more gold income. |
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Early game making vision is more important then denying the enemy vision, so this trinket make the job. |
I don't recommend potions on Ornn
Support items |
Face of the mountain | This item give a good shield based of your health, and giving more stacks for spoils of war. |
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This item make your active items cooldown 20% less, it work very good with the right item combination |
Eye of the Equinox | gives good sustain and take 1 space instead of 2 if you go with face of the mountain and ruby sightstone |
- You should go for Face of the mountain and
Ruby Sightstone when you have many items with active otherwise you should go for Eye of the Equinox
Core items |
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Gives very good stats against a bursting bot lane (like Sona or Brand) and gives a huge shield |
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This item gives a good sustain for long fights, it gives a passive that increase the effect of Ornn's W shield, and have a wonderful active. |
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A grate item that give a lot of sustain for you and your ADC. |
Masterwork items |
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Gives much more armor and MR just for 500 gold |
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give much more health regen,mana regen and health just for 500 gold |
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Give huge MR bonus and health for 1000 gold |
Tank items |
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Have a lot of armor, health and movement speed. |
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Gives mana sustain, armor and very good passive especially against auto attack champions |
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Have good magic resist, good sustain. |
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Good item against auto attack team, gives 2 debuffs when being attacked. |
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Let you get a lot of hp and awesome hp regen out of combat. |
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Gives magic resist, mana sustain, hp and a good passive if your carry (maybe mid lane) is AP |
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Very strong item for team fight when there is ap and ad damage from the enemy, should be late game item for both passive and active. |
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Good item for AOE slow and better damage and mana sustain. |
Boots upgrades |
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This boots let you roam to mid lane and back to bot lane. |
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Good against AD team especialy based on basic attacks. |
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Good against ap and a lot of stuns. |
Warding items |
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Every time you recall or get to base you should buy a control ward so you can have a better vision control and can get a better ganks. |
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After you buy a sightsone you can use this trinket to deny more vision to the enemy team. Not a must buy if you need more then the 3 stacks of the sightsone. |
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The first recall after getting level 9 you should get this trinket as it have a huge vision control, you should have a sightstone until this level (most of the games) |
- look in the "Vision and ward placement" chapter for more information
Things to keep in mind while building |
- First of all you are a support, you should be with your team mates (not must be the adc).
- You shouldn't stuck to one build, every game need his own build, think of what kind of damage the enemy have, they are bursting or dealing damage over time, lethality good against non armor champions and so on...
- Don't sure what to buy? You should buy the basic item that can be build into both items.
As Ornn you should poke your enemy with Q,
while engaging with the combo of Q to make a terrain, then E to stun them and get close, and then W for shield and brittle, keep in mind if you don't E into a wall you should wait a bit for your pillar.
Use R while team fight to zone the enemies and when they think they are safe use the second cast to smash them again.
Tips:
1) You should use your Q pillar in order to achieve successful E, you can do it by making the enemy move from your Q nearer to a wall. I suggest to use your Q pillar in the middle of the lane so you will much better E option.
2) You should auto attacks brittled champion only when you think no on will stun them, in this way their stuns would be better.
3) You may consider to upgrade item sightstone after you used all/most of the stacks because it will refill it self when you upgrade.
4) Upgrade
Redemption into
Salvation and
Locket of the Iron Solari into
Circlet of the Iron Solari refreshes the cooldown on the active.
while engaging with the combo of Q to make a terrain, then E to stun them and get close, and then W for shield and brittle, keep in mind if you don't E into a wall you should wait a bit for your pillar.
Use R while team fight to zone the enemies and when they think they are safe use the second cast to smash them again.
Tips:
1) You should use your Q pillar in order to achieve successful E, you can do it by making the enemy move from your Q nearer to a wall. I suggest to use your Q pillar in the middle of the lane so you will much better E option.
2) You should auto attacks brittled champion only when you think no on will stun them, in this way their stuns would be better.
3) You may consider to upgrade item sightstone after you used all/most of the stacks because it will refill it self when you upgrade.
4) Upgrade




Synergy with ADC |
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As Ornn make it hard for the enemies to disengage it gives Vayne more opportunity to land he 3rd basic attack for her W passive ![]() ![]() ![]() ![]() |
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Kalista's kit goes perfect for Ornn's. The potential to engage with her ult ![]() ![]() |
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Brittle and Ashe Ult ![]() |
Vision and ward placement is very important thing in the game, especially in the laning phase, knowledge is power.
One of the problems in low elo level is the lack of vision or thinking that only the support should use wards.
There are five different types of wards.
1)
-
2)
- (can be purchase since level 9)-
3)
-
4)
(can be purchase since level 9) -
5)
-
Vision and right warding can lead to neutralize a gank from the jungle or roam from other lane, can save you from a enemy team trap (like if the hiding in the bush), and can help defend/secure jungle objectives such as red and blue buff, dragon and baron.
Warding can be used for 3 main things.
1) Defensive - when you make vision that inform you before you are being attack or ganked, most likely will be in the rivers or jungle neer the lane.
2) Objective - when you make vision that inform you about the status of the objective, like in the dragon or baron pit, or need the blue buff or red buff.
3) Aggressive - when you make vision in the enemy jungle so you can take his buff.
Questions you need to ask yourself before placing a ward
1) What i want to achieve?
2) Where would it give more vision?
3) What am i risking by going to there ?(farm, may be ambushed)
4) How easy the enemy would destroy the ward? (especially for blue/control wards)
One of the problems in low elo level is the lack of vision or thinking that only the support should use wards.
There are five different types of wards.
1)

Pros
+can have up to 2 charges.+the wards have stealth +can be a target for ![]() |
Cons
-each player can have up to 3 of them on the map simultaneously-stealth that start some seconds after being placed (can be destroyed by that time) -the wards are temporary |
more information
= have 3 hp (needs 3 auto attacks to be destroyed)= over warding destroy the first that was placed. |
2)

Pros
+have huge cast range+don't have a time limit +give less vision then the Warding Totem +don't have a quantity limitation +show bigger radius for seconds when placed |
Cons
-can't store charges-have only 1 hp -don't have stealth -can't use for teleport -the placement can be seen throw fog of war |
more information
|
3)

Pros
+revel wards and disable their vision+show invisible units (traps and champions) the champion stay untargetable +have a cast range |
Cons
-have a little reveling radius |
more information
= revel the area for 6 seconds=can't store charges |
4)

Pros
+active for 10 seconds+revel wards and disable their vision +show invisible units (traps and champion) the champion stay untargetable +revel a big area |
Cons
-don't have a cast range-can't store charges |
more information
|
5)

Pros
+revel wards and disable their vision, and gives vision+show invisible units (traps and champion) the champion stay untargetable except camouflage champions +don't have a time limit +have 5 hp, after not being for some seconds will have regenerate the health +can have up to 3 in the inventory in the same time (take inventory slot only once) |
Cons
-each player can have up to 1 of it on the map simultaneously.-take a an item slot. -cost 75 gold each -don't have a stealth |
more information
|
Vision and right warding can lead to neutralize a gank from the jungle or roam from other lane, can save you from a enemy team trap (like if the hiding in the bush), and can help defend/secure jungle objectives such as red and blue buff, dragon and baron.
Warding can be used for 3 main things.
1) Defensive - when you make vision that inform you before you are being attack or ganked, most likely will be in the rivers or jungle neer the lane.
2) Objective - when you make vision that inform you about the status of the objective, like in the dragon or baron pit, or need the blue buff or red buff.
3) Aggressive - when you make vision in the enemy jungle so you can take his buff.
Questions you need to ask yourself before placing a ward
1) What i want to achieve?
2) Where would it give more vision?
3) What am i risking by going to there ?(farm, may be ambushed)
4) How easy the enemy would destroy the ward? (especially for blue/control wards)
Don't do
| ||
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ward placed too close to lane, not effective enough to see the jungle before he start the gank if you push the lane.
|
ward too close to the walls so he lost a lot of vision
|
the ward will be spotted very fast and will be destroyed
|
Do
| ||
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placed where the vision can show the objective (blue buff) and the junction to see incoming enemies that pass by.
|
placed where the vision can show the objective (the dragon) and the junction that give deeper vision on the bot side.
|
placed so the ward get stealth from the bush and the vision can show the junction
|
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placed so that ward get stealth from the bush and the vision can show the incoming ganks soon enough to do moves
|
placed in the place to maximize the vision with bonus from the bush
|
The new runes are still going on balance and new things, but I will represent what i think will work with Ornn as a support, and will end it with what rune pages i will go with.
Introduction - The rune system it build from 5 paths: precision, domination, sorcery, resolve, inspiration. Each path have 3 key stones and 9 runes split into 3 groups. While making a rune page you will start by choosing a main path and secondary path and you will get a bonus from the combination of the paths (see below). From the main path you will chose one key stone, and 3 runes that each one of them will need to be selected from different groups. From the secondary path you will need to chose only 2 runes from a different groups.
For Resolve keystone i think Aftershock will fit better the kit as fighting you not always neer your adc and act more as tank in the fight.
For inspiration, hard to predict how useful will be each of the keystones but even Summoner Specialist will have his own playstyle.
I think that Resolve main path will give more stats for sustain, and the inspiration path will give more "items based" sustain and new tactics, for example to cocombinelacial Augment with Font of Life, or starting with smite to help jungler/counter jungle with your ADC.
The main Runes you would want to have will be
The Ultimate Hat - so you will be able to spam your ult ala lot
Conditioning - it scales with your E while make you tankier.
I think to go with inspiration as main path will reresultn low prperformanceor most of the game.
link for path here
link that help me with extra information
build your own path here
Introduction - The rune system it build from 5 paths: precision, domination, sorcery, resolve, inspiration. Each path have 3 key stones and 9 runes split into 3 groups. While making a rune page you will start by choosing a main path and secondary path and you will get a bonus from the combination of the paths (see below). From the main path you will chose one key stone, and 3 runes that each one of them will need to be selected from different groups. From the secondary path you will need to chose only 2 runes from a different groups.
Path combination bonuses |
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main precision + domination/sorcery/resolve = + 12% attack speed Main precision + inspiration = + 18% attack speed |
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main domination + precision/sorcery/resolve = + 10 ability power or + 7 attack damage adaptive. Main domination + inspiration = + 15 ability power or + 10.5 attack damage adaptive. |
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main sorcery + precision/domination/resolve = + 15 ability power or + 10.5 attack damage adaptive. Main sorcery + inspiration = + 22.5 ability power or + 15.8 attack damage adaptive. |
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main resolve + precision/domination/sorcery = + 70 Health. Main resolve + inspiration = + 105 Health |
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main inspiration + precision = +20% potion and elixir duration, + 10% attack speed main inspiration + domination = +20% potion and elixir duration, + 15 ability power or + 10.5 attack damage adaptive. main inspiration + sorcery = +20% potion and elixir duration, + 12 ability power or + 8.4 attack damage adaptive. main inspiration + resolve = +20% potion and elixir duration, + 56 Health |
Keystone that can fit Ornn |
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Resolve - Guardian ACTIVE: You may right-click on ally champions to bless them with Guardian Soul for 3 seconds. You may only have a single ally blessed at any given time and each champion may only be blessed by one Guardian at a time. GUARDIAN SOUL: If you would take damage from an enemy champion, you first gain a shield for 110 - 250 (based on level) (+ 15% Guardian's AP) (+ 10% Guardian's bonus health) for 1.5 seconds as well as granting an identical shield to your Guardian. The cooldown is reduced to 6 seconds if the shield doesn't activate. COOLDOWN: 45 |
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Resolve - Aftershock: PASSIVE: Immobilizing an enemy champion grants 10 (+ 30% Armor) bonus Armor and 10 (+30% Magic Resistance) bonus Magic Resistance for 2.5 seconds. After the duration, you release a shockwave that deals 40 - 140 (based on level) (+3.5% of your maximum Health) damage to nearby enemies. COOLDOWN: 20 |
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Inspiration - Glacial Augment: PASSIVE: Basic attacks slow enemy champions by 35% for 1.5 seconds, which increases to 50% over the duration. This effect cannot occur on the same target more than once every few seconds. On ranged champions, the slow is reduced to 25% and only increases up to 40%. Additionally, slowing an enemy champion with an item active triggers your Freeze Ray to fire a laser that cuts through the ground in their direction, creating a slowing field for 5 seconds that slows units inside by 50%. The Freeze Ray can fire upon up to 3 enemy champions per item active. COOLDOWN: 8 / 7 / 6 / 5 / 4 / 3 |
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Inspiration - Kleptomancy: PASSIVE: Your first attack after casting a spell grants bonus Gold Gold, and occasionally a Consumable item (mostly potions and wards). |
Runes that can fit Ornn |
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Sorcery - Nullifying Orb (group 1): PASSIVE: If you would take magic damage that would reduced you below 30% of your maximum health, you first gain a shield that blocks 30 - 120 (based on level) (+ 10% AP) or (+ 15% bonus AD) (Adaptive) magic damage. ADAPTIVE: Scales with the stats that would grant the most shield. COOLDOWN: 60 |
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Sorcery - Manaflow Band (group 1): PASSIVE: Your next ability used has its mana or energy cost refunded, and restores 10% of your missing mana or 10% of your missing energy. COOLDOWN: 60 |
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Sorcery - The Ultimate Hat (group 1): PASSIVE: Grants 5% cooldown reduction for your ultimate ability, increased by 2% each time you cast your ultimate up to 7% / 9% / 11% / 13% / 15%. This stacks additively with Cooldown Reduction and can exceed the cap on cooldown reduction. |
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Sorcery - Celerity (group 2): PASSIVE: Gain 3% bonus movement speed. Additionally, you gain bonus Ability Power or Attack Damage (Adaptive) equal to 8% of your bonus movement speed. ADAPTIVE: Grants bonuses based on which stats you already have the most bonuses for. Defaults to the first listed. |
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Sorcery - Gathering Storm (group 3): PASSIVE: Every 10 minutes, gain 1 / 2 / 3 / 4 / ∞ (based on Minutes) stacks of Gathering Storm. Each stack grants 8 ability power or 6 attack damage (Adaptive). This stacks with no upper limit. ADAPTIVE: Grants bonuses based on which stats you already have the most bonuses for. Defaults to the first listed. |
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Sorcery - Scorch (group 3): PASSIVE: Your next ability hit sets champions on fire dealing 10 - 40 (based on level) bonus magic damage. COOLDOWN: 20 - 8 (based on level) |
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Resolve - Font of Life (group 1): PASSIVE: Impairing the movement of an enemy champion marks them for 4 seconds. Allied champions who attack marked enemies heal for 5 (+ 1% of your maximum health) over 2 seconds. Healing values are reduced to a third for your own attacks. |
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Resolve - Demolish (group 1): PASSIVE: After spending 4 seconds within 600 units of an enemy structure, gain Demolish. DEMOLISH: Your next attack against a turret deals 375 (+ 20% of your maximum health) bonus physical damage. RANGE: 600 COOLDOWN: 60 |
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Resolve - Conditioning (group 2): PASSIVE: After 10 minutes gain 6 bonus armor and 6 bonus magic resistance. Additionally, increases your total Armor and Magic Resistance by 5%. RANGE: 800 |
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Resolve - Overgrowth (group 3): PASSIVE: PASSIVE: Every 10 monsters or enemy minions that die near you permanently increase your maximum health by 0.2%. RANGE: 1400 |
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Resolve - Second Wind (group 3): PASSIVE: After taking damage from an enemy champion, you heal for 4% of your missing health over 10 seconds. |
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Inspiration - Biscuit Delivery (group 1): PASSIVE: Receive a Total Biscuit of Everlasting Will at 3:00, 6:00, 9:00 and 12:00. Biscuits restore 15% of your missing health and 15% of your missing mana, as well as permanently increasing your maximum mana by 40. Manaless resource Manaless Champions restore 20% missing health instead. |
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Inspiration - Magical Footwear (group 2) PASSIVE: You cannot purchase boots. At 10 minutes (-30 seconds per Takedown), you gain Slightly Magical Boots for Gold free, which grants ENHANCED MOVEMENT and can be upgraded as Boots of Speed item.png boots for Gold 50 less. ENHANCED MOVEMENT: 10 bonus movement speed. This rune has no effect on Cassiopeia. |
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Inspiration - Future's Market (group 2): PASSIVE: You can enter debt to buy items, up to 150 Gold (+ Gold 5 per Minute). Borrowing money adds 50 Gold to the total price of the item. Unknown if this is included in the borrow limit. |
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Inspiration - Cosmic Insight (group 3): PASSIVE: Gain 5% cooldown reduction and increases the cooldown reduction cap to 45%. Additionally, reduces the cooldown of summoner spells, item actives and runes by 5%. |
My ideas about the runes and optional rune pages |
For Resolve keystone i think Aftershock will fit better the kit as fighting you not always neer your adc and act more as tank in the fight.
For inspiration, hard to predict how useful will be each of the keystones but even Summoner Specialist will have his own playstyle.
I think that Resolve main path will give more stats for sustain, and the inspiration path will give more "items based" sustain and new tactics, for example to cocombinelacial Augment with Font of Life, or starting with smite to help jungler/counter jungle with your ADC.
The main Runes you would want to have will be
The Ultimate Hat - so you will be able to spam your ult ala lot
Conditioning - it scales with your E while make you tankier.
I think to go with inspiration as main path will reresultn low prperformanceor most of the game.

link that help me with extra information
build your own path here
Special thanks for Krayvern for assisting with information about Ornn.
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